Empire Deluxe Enhanced Edition
Unit Actions
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Actions are essentially single command orders that a unit can follow. They are accessible through the Actions Tab of the Information Window, hot keys, or via a right menu click on the Map Window and many dialogs listing units.
Note that invoking an action on a unit with orders in its Command Queue will result in the clearing of that unit's Command Queue. See The Difference Between Orders and Actions for more details.
The following is a list of the actions available to units, and their descriptions:
This action removes all the orders from a unit's order queue.
This action tries to begin the Active Unit Queue Processing, starting with the currently selected unit.
The unit will be ignored for the rest of the turn.
The unit is moved to the back of the Active Unit Processing Queue to be reviewed again later in the turn.
The unit will be placed in Sentry mode, meaning it will not ask for further orders until it sees an enemy or you command it directly.
Wake is used on a unit or a group of units that are either currently under
the sleep or sentry command. It removes (not advances) the current
sentry/sleep order from the command queue. This way, you can build up a unit's
command queue with actions, but not start these actions off
until you tell the unit to wake.
The unit retains its orders, but a Sentry order is inserted before them and
it is removed from the Active Unit Processing Queue. Suspend is used by taking
the current order, inserting sentry before it, and then setting the sentry order
as the current order. Move To orders that are current when suspend may be
altered, as the previously passed locations on a unit's movement path are
removed.
This action removes the unit form play. It will be destroyed and can never be used again.
This action instructs a unit to make one step in a specified direction. The unit may also be instructed to use Forced Over-flight when moving.
The unit will do its best to find the nearest unit that can carry it.
The unit will automatically go exploring each turn.
Dig In/Out
The unit will Dig In or Dig Out, depending on whether or not it is already dug in. A unit must not have moved previously that turn to perform this action, and will not be able to perform any other actions until next turn.
The unit will behave as if it was on Sentry. Unlike Sentry, it will not try to enter the Active Unit Queue if it spots an enemy unit.
This unit will not move as long as it can gain back hit points or raise its readiness level. Hit points take precedence over readiness.
This unit will try to load units around it, but will not wait until it is full before asking for more orders.
In both cases, it uses the Default Load Attribute of the Transporting Unit to determine what should be loaded.
See Loading and Unloading for more details.
This unit will try to load units around it, but will not wait until it is full before asking for more orders.
In both cases, it uses the Default Load Attribute of the Transporting Unit to determine what should be loaded (in this case, at those that are not the default).
See Loading and Unloading for more details.
The unit will Wake its transported units and move to the back of the Active Unit Processing Queue, allowing a chance for the transported units to move first, before the transporting unit is further moved.
See Loading and Unloading for more details.
The unit will Wake its transported units, but will remain in front of them in the Active Unit Processing Queue, allowing a chance for the transport to move further before the units disembark.
See Loading and Unloading for more details.
This unit will try to load units around it, and does not ask for more instructions until it has completely filled its storage capacity.
In both cases, it uses the Default Load Attribute of the Transporting Unit to determine what should be loaded.
See Loading and Unloading for more details.
This unit will try to load units around it, and does not ask for more instructions until it has completely filled its storage capacity.
In both cases, it uses the Default Load Attribute of the Transporting Unit to determine what should be loaded (in this case, at those that are not the default).
See Loading and Unloading for more details.
The unit will Wake all of its transported units, and will not make itself available for more orders until it is empty.
See Loading and Unloading for more details.
Drop can be invoked on either a transported unit, or a transporting unit. In either case, if the transporting unit is itself being transported, the action will fail.
If drop is invoked in a transporting unit with multiple units in its cargo manifest, it will randomly choose a unit to drop.
When a unit is dropped, the dropped unit is placed at the ground level, and the transporting unit is placed at the air level. Therefore, if a unit attempts a drop while another unit shares the square in either level, the drop command will fail.
Dropped units will Wake upon being dropped, but cannot move further that turn. Dropping has no movement cost for the transporting unit.
See Loading and Unloading for more details.
Pick Up is invoked when a ground transporting unit is stacked on top of another ground unit that it can transport. The unit will be loaded onto the transporting unit.
See Loading and Unloading for more details.
This action applies only to units with Range Fire Capability. Upon invoking this action, the commander will then be prompted to select the location of the range fire.
Units that have already moved cannot perform range fire actions.
This action applies to units that have either mine laying or mine clearing capabilities. If a mine is in its current square, the unit will attempt to clear it if applicable. If there is not mine in the current square, it will try to create one.
This action will order the unit to exploit the resources in the current square for purposes of supporting the Resource Drain.
This action will cause the unit to detonate in the current square. Detonation does not imply an automatic hit on the other units in the square. Combat odds still must be resolved.
This action orders the unit to supply its host's production. Once this command is executed, the unit is consumed.
This action orders the unit to supply the Resource Drain in the next turn. Once this command is executed, the unit is consumed.
This action instructs the unit to change into a different unit type. (Example, Infantry to Airbase). The unit will be renamed upon execution of this action.
This action will instruct an air unit to take off from a hosted or landed position on the ground. This has a movement cost associated with it.
This action will instruct an air unit to land on the ground or into a ground based host unit. This has a movement cost associated with it.
This action will order the unit to build a road in the current square.
This action will order the unit to destroy the road in the current square. This has a movement cost associated with it.
This action will launch an orbital unit into the orbital plane. The orbital unit must be launched from an appropriate host (example, cities launch missiles).
This action allows a unit in the orbital level to "Re-Enter" the atmosphere. This is usually used for missiles preparing to attack a target.
This action instructs a unit to move from the Sub-Ground level to the Ground level. It is possible for the unit to change types at this time. The unit must not have moved, and will not be able to move further this turn.
This action instructs a unit to move from the Ground level to the Sub-Ground level. It is possible for the unit to change types at this time. The unit must not have moved, and will not be able to move further this turn.
This is the capability of a unit to repair its host. (Example, and Engineer inside a Fortress).
This action will sort the Active Unit Processing Queue starting with the closest unit to the current active unit's location.
This action will cause the Unit Tree Tab in the Information Window to become visible.
This action calls up the Production Tab of the Information Window.
This action calls up the Construction Tab of the Information Window.
Loading and unloading are important functions in the game, and the mechanics of this should be understood.
Loading and unloading units inside of another host (example, a city) has no movement cost.
Loading and Unloading have different contexts and different intentions depending on where the units are and what you are trying to load. For that reason, the game has some concepts regarding loading and unloading that need to be taken into account when performing these actions. These are:
Instant Loading Vs. Full Loading
Instant loading only attempts to load the units currently capable of loading, and then be available for further instruction.
Full loading will make the unit inactive until it is able to be completely loaded. It does not make allowances for situations where some units are too big to fit, while it still has space available.
For even more detailed loading, to adjust the wait time and unit types load, use the Load Details Command available from the Commands Tab of the Information Window. You can also drag and drop units that are inside of a host from the Unit Tree View in the Information Window.
Sentry, Wake, Suspend and Load/Unload/Drop
When a unit is loaded, it is Suspended. When the unload/drop command is enacted, the Wake Action is applied to the transported unit. This can enable a shrewd, logistically minded commander to preload a unit's command queue with orders after the Sentry Order, and they will be enacted when the unit is awakened.
Older versions of Empire Deluxe allow the automatic loading of units when a transport exits a city. While useful to some, it was a bane to others. Now with the expanded number and types of units, this command is no longer worthwhile, and has not been installed.
Pre and Post Movement Unloading
Many situations occur where you want to move a transport one space and unload its cargo, or unload some or all of the cargo and then move the transporting unit. Using the Unload Pre Mv and Unload Post Mv Actions will allow you to choose the best way to achieve this.
Units which are awakened by an unload command will ask for orders even if they cannot move off the unit. You must either Suspend them, apply the Wait Action, apply the Ignore Action, or give it other appropriate orders to properly process the unit.
Default Loading and Non-Default Loading
With the additional units available in Empire Deluxe Enhanced Edition, situations will often come up where there will be units that you do not want to be automatically loaded when the Load Command is invoked. For example, a city may contain a Short Range missile and some Infantry. You often would want to load the Infantry, and leave the Missile behind where it might be of more use ready to launch.
To enable this behavior, a concept of a Default Load is set in the Unit Database. Every transporting type unit has Default Load types, and these are generally Infantry, Armor and Light Artillery. When a transporting unit has the Load Instant or Load Till Full Actions invoked upon them, they will only look to load these types of units.
To load other unit type (A Heavy Artillery On A Truck For Example), you will need to use either the Load Instant (No Default) or the Load Till Full (No Default) Actions. Or, you must use the drag and drop features of the Unit Tree Tab in the Information Window, or set up a Load Details Order from the Commands Tab in the Information Window.
The Difference Between Orders and Actions
Orders are instructions given to a unit to perform a task. Orders have state, meaning they could take more than one turn to complete, and over that period of time information that is stored with them can change (Example - turns till complete for a Production Order). The Orders can be stacked in the Unit's Command Queue, and the Unit will follow this ordered list of commands when its turn for processing comes.
Actions are instant commands given to a unit by the player. These commands are expected to be executed instantly, and may result in the removal or alteration or a unit's current orders. Actions often times will clear a unit's command queue. Often, actions will consist of a single order or multiple orders given to a unit.
Actions are often times supplied as a convenience for the user, and most are bound to a hot key or menu. But the user must take care and be aware of the ramifications of using an action.
Due to the client server nature of the game, there may be some lag time between the request for an action and its execution. This will be very apparent in network games. The user needs to be careful as to how quickly he presses the keys to invoke unit actions. Also, the user must take care in using the in game chat features, for it is possible to mistakenly think one is chatting and the hot key commands for the unit actions are what is really being invoked.
There will be times when you desire an air unit to fly over a unit that it
would otherwise land on. In this situation, you would want to instruct the unit
to "Force Over-flight", and fly above the unit in question. When using
the directional Move To orders with the keyboard, this can be achieved by
following the key instructions here.
Several Actions can be invoked on either group of units selected and then filtered from a rectangular region on the map, or by invoking a group transport command on the units currently being transported by the current selected unit (through the Right-Click menu for the unit or hotkeys).
The group actions will be applied to units carried by the selected unit. Units transported by these units will not invoke the action.
The actions available for groups are: